Mutation. Individual Mutant Raiders can have a wide variety of mutations. Roll 1d6 on the following table:

1. Extra eyes. The Mutant Raider have extra eyes; they might be on the back of his head, in the palms of his hands, or somewhere else. He gains all-around vision and cannot be flanked. 2. Extra appendage. The Mutant Raider has more than the normal set of appendages - extra arms, legs, more than one nose, or four ears. Arms give her +1d6 STR, legs give her +1d6 AGI, and noses or ears give her +1d6 INT. However, she has a permanent -1d6 CHA. 3. Displaced Organs. The Mutant Raider might look human (almost), but his internal organs are all in a different place. He gains +2 SOAK, and is immune to any exploits which rely on the attacker targeting his anatomy for extra damage. However, anybody attempting medical assistance on him suffers a -2d6 to their check. 4. Poison fangs. Just like a poisonous snake, the Mutant Raider can bite and deliver a venomous toxin. Her unarmed attack increases by +1d6 and becomes piercing/poison damage. 5. Regeneration. The Mutant Raider can heal woulds that would kill a normal man, and regrow body parts even if they’ve been severed. As long as he is above 1 HEALTH, he automatically heals 1d6 HEALTH per hour. 6. Bone spikes. The Mutant Raider is covered in a layer of spikes which protrude through it from her bones. Her natural damage becomes piercing, and anybody who attempts to attack her unarmed takes 1d6 damage each time they strike.